public static int DedicatedGPUMemorySize { get; }
Value that indicates the amount of dedicated GPU memory.
using Leadtools;
using Leadtools.Codecs;
using Leadtools.MedicalViewer;
using Leadtools.Medical3D;
public void Medical3DControlExample()
{
StringBuilder stringBuilder = new StringBuilder();
stringBuilder.AppendLine("Computer Name: " + Medical3DEngine.ComputerName);
stringBuilder.AppendLine("DirectX Version: " + Medical3DEngine.DirectXVersion);
stringBuilder.AppendLine("Is Valid DirectX Version: " + Medical3DEngine.IsValidDirectXVersion);
stringBuilder.AppendLine("Vertex Shader Available: " + Medical3DEngine.VertexShaderAvailable);
stringBuilder.AppendLine("Pixel Shader Available: " + Medical3DEngine.PixelShaderAvailable);
stringBuilder.AppendLine("Dedicated GPU Memory Size: " + Medical3DEngine.DedicatedGPUMemorySize);
stringBuilder.AppendLine("Shared GPU Memory Size: " + Medical3DEngine.SharedGPUMemorySize);
stringBuilder.AppendLine("Dedicated GPU Memory Size (x64): " + Medical3DEngine.DedicatedGPUMemorySize64);
stringBuilder.AppendLine("Shared GPU Memory Size (x64): " + Medical3DEngine.SharedGPUMemorySize64);
stringBuilder.AppendLine("Maximum 2D Texture Dimension: " + Medical3DEngine.Maximum2DTextureDimension);
stringBuilder.AppendLine("Maximum 3D Texture Dimension: " + Medical3DEngine.Maximum3DTextureDimension);
stringBuilder.AppendLine("Hardware Shader Available: " + Medical3DEngine.HardwareShaderAvailable);
stringBuilder.AppendLine("Texturing Available: " + Medical3DEngine.TexturingAvailable);
stringBuilder.AppendLine("Texturing Back Buffer Available: " + Medical3DEngine.TexturingBackBufferAvailable);
stringBuilder.AppendLine("Blending Available: " + Medical3DEngine.BlendingAvailable);
stringBuilder.AppendLine("Z Operation Available: " + Medical3DEngine.ZOperationAvailable);
stringBuilder.AppendLine("Hardware Compatible: " + Medical3DEngine.HardwareCompatible);
Console.WriteLine(stringBuilder.ToString());
}